Friday, 16 July 2021

Ancient Campaign Turn 1 - Game 2 - Ticinus 218 BC

The second battle of the campaign has Hannibal and his army battling a Roman army along the banks of the river Ticinus. 

The tabletop was decided by terrain cards and set up with a river down one edge and hilly ground on the other flank.

Both armies deployed

The order of battle...

Rome:
  • 5 x heavy infantry (1 unit of veterans)
  • 1 x light infantry
  • 1 x light cavalry
Rome as normal replaced one initiative chance card with a rally card.

Carthage:
  • 4 x heavy infantry (1 unit of veterans)
  • 1 x light infantry
  • 1 x elephants
  • 1 x heavy cavalry

Because the army is commanded by Hannibal the Carthaginian army replaces a no effect chance card with an extra initiative card. (If not commanded by Hannibal they would have just replaced a rally card for an initiative card.)

Deployment rules...

The units were deployed using a set of rules I am still playing around with. They have been influenced from reading Solo Battles. Essentially my 6 by 4 foot tabletop is divided into three parts of 2 foot along the army's base edge, so there is a centre area and two flanks.

Deployment notes

Players dice to see who goes first, then they deploy alternatively their first, second, and final lines of units.

In their first round, players deploy their first line of units up to 18” from their baseline. Only cavalry, light infantry, and warbands (which move greater than 6” normally) can be placed on flanks. There are no restrictions on units deployed in the centre.

In the second round, players deploy their next line of units up to 12” from their base edge. The same unit restrictions apply for the flanks.

In the third, and final round, players deploy their final line of units up to 6” from their base edge. Heavy infantry can be rushed into position and placed on the flanks but sustain 2 hits if used on the flank.

When placing another line of units, they must be placed behind the previously deployed line of units. So, if for the first line of units was placed short at 12" due to terrain constraints, then the second line must be placed behind them. This will create crowded lines which cannot manoeuvre their units.

When deploying two units in an area (eg flank) they must be deployed together in a line. They cannot be staggered or have one placed behind the other.

Having the first line being able to deploy 18 inches from the base edge means the first lines of the armies are in most cases within 2 moves of each other and will be engaged in combat or shooting without delay. So getting your deployment right is important as there will be little opportunity to adjust your lines.

On to the game...

Hannibal takes the initiative and pushes all his forces forward. Importantly his light infantry were able to control the hilly ground on the left flank, gaining the uphill advantage against the advancing Roman heavy infantry.

The Roman heavy infantry are holding against the pressing Carthaginians.

The elephants push ahead in the centre while on the flanks the Romans are facing problems. Their cavalry have fled the field and the Carthaginian light infantry are stubbornly defending the hilly ground. 

Roman heavy infantry shore up the left flank and the cavalry withdraw but remain a threat.

The elephants are finally eliminated and go berserk inflicting one final blow on their attackers. The Carthaginians push forward with the second line of heavy infantry. On the hilly ground Roman heavy infantry finally eliminate the defending light infantry only find themselves faced by veteran Carthaginian heavy infantry unit.

In the centre it was a grind with each army's heavy infantry trying to wear down their opponents.
 
Having won the engagement in the hills the Carthaginian heavy infantry (with Hannibal attached) join the fray from the flank and decide the battle.

A second victory for Carthage, but one that was not easily won. Without their advantages of moving first and additional initiative chance card it could have been a different story.

14 comments:

  1. It looks like the Romans only had one unit left at the end, do you play to 15 turns or until one side is annihilated, whichever is sooner? Brevis Tercios limits games to 8 turns and the victory conditions allow for a win in turns 5-8, with the margin of victory required for win diminishing with each turn.
    The Romans are going to have to pull something out of the bag to recover from this bad start - 3 games, 3 defeats!

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    1. I called the game when the Romans were reduced to one unit. I think it was around turn 10 or 11 as I had a few cards still to go. Rome may well have to get some new generals!

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  2. Another great looking battle, your deployment rules are very interesting too.
    Regards,
    Paul.

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    1. Thanks. The deployment rules are proving an interesting constraint.

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  3. Your forces look absolutely superb on the table, the larger unit sizes are a great idea. The deployment rules sound fun too

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    1. I am enjoying the look and playing with larger units. Thanks.

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  4. A great looking game and nice to read about the deployment rules etc.

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    1. Thank you. I think the deployment rules add to the game and I will definitely be keeping them in one form or another.

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  5. What a lovely looking game - photo 1 says it all.

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    1. For the ancients games the larger units in their lines certainly look the part. Thanks.

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  6. Wonderful table, troops, and report, Peter. If it keeps on like this, it will be "Hannibal ad Portas" before long!

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    1. Thanks. A good opening couple of games has set Carthage up to threaten Rome.

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  7. Another great looking battle Peter. I like the deployment rules that you are using based on Solo Battles. It's one of the concepts that I really like about Lost Battles as the deployment of the armies was such an important part of the period, influenced by ideas and philosophy and constrained by logistics, terrain and flexibility of the troops. Such an important part to include, I reckon.
    Regards, James

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    1. Hi James, From reading Lost Battles deployment it does seem to have been viewed as important due to the constraints of the day, and having rules on this add another dimension to the games. Regards, Peter

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